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About SvOlli

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  1. The "direct flashing" is together with Harmony specific "ARM" cartridges the most noticeable difference between Harmony and Uno.
  2. The position is undefined and varies from power-on cycle to power-on cycle, since the states of the TIA chip are not initialized. You can test this by turning the VCS on with no cartridge. There quite some variation on what the TIA displays. But your approach on creating an emulator reminds me of what one of the developers of the Commodore 8-Bit emulator VICE told me once. He created a test case that worked on original hardware, but didn't in the emulation. The author of that part of emulation stated: "but every other emulator is doing it the same". The reply was obvious: "so every one else is doing it wrong". Please when developing an emulator, try to emulate the original system. Emulating another emulator is not what you want, or is it? And if you need to take a shortcut for some reason, take at least the emulator that's by consensus the most accurate emulator available: Stella.
  3. Of course there is the Eclipse-based WUDSN-IDE. It's done by @JAC!, who also created a couple of nice scene demos for the 2600 with it (like "ISO"). I tried it once, and it was quite nice. But the changes I'd had to make to my personal development cycle was too big, so I just stayed at using an editor and make.
  4. In this case, first thing I would try is to look on ebay if someone is selling an assembled kit. It took me less than five minutes to find one with a 32G card and "2000 games preinstalled".
  5. Weirdest bug so far: on a cartridge with a hotspot at $FFF8, I had an RTS at address $FFF7, not realizing that there will be a "ghost-read" at the hot spot address, triggering the bank switch, which it shouldn't have. It took me hours to figure out why a) the program was crashing the the first place (going into wrong bank config) and b) (after learning I was at the wrong bank) why the bank was switched. (Most probably, I've lost >90% of the readers here... 😃 Sorry, but there's no easy way to explain it without going to very deep details.)
  6. I did another test this weekend. Recalbox also runs Atari 2600 ROMs as well, when the emulation engine is selected as "stella2014" (a.k.a. 3.9.3). The default is "stella" which is a current version and needs something like 120% of CPU power to run without problems. I also did some research on replacing the Raspberry Pi Zero with a Banana Pi Zero, which should have enough performance to run the current Stella as well. But unfortunately, it lacks the ability to generate an RGB signal using the GPIOs (and audio as well) which is the way the GPi Game gets the data.
  7. Most probably. But you don't have to wait until then. There should be something here in the forum or blogs. I would guess @SpiceWare or @Andrew Davie have already done some howtos. I want to go through some basics, stuff I haven't seen so far in other debuggers (like showing the position of the rasterbeam and alternative colors) and then go for some toying around. The only function I've been missing so far is a direct assembler like I had in most C64 cartridges and the vice emulators.
  8. So, I ran a test with the current beta of 6.1 and there the Pi Zero will only run at about 80-90% of "real time speed" most of the time. At light effects even 100% are possible. I'm not sure on how much potential there is for speeding up the code, but it might be doable. For now, 3.9.3 works for me. If you want to do more heavy lifting this might be worth a try: https://www.waveshare.com/gamepi43-us.htm. I have it running as well, but could not find the optimal distro for this yet. Configuring the buttons is more annoying for MAME games and is bigger / more "clumsy". But it has a better display, joypad ("steering cross") and a much faster Raspberry Pi 3 under the hood.
  9. This will take a bit of work, as for Batocera "Stella" is stella2014 only, I didn't find and other libretro-stella. Edit: but I'll be on it.
  10. The sourcecode being used for building is this: https://github.com/libretro/stella2014-libretro/commit/a181878b283fc02c26c0474c41bde418c052c853 Version.hxx states: #define STELLA_VERSION "3.9.3" So this explains at least a part of the performance... Edit: htop show a total system CPU usage of 51%-56% running "Ataventure", "Bang!" and "2K Is No Limit (PAL)". About 8% of this is not used by retroarch. So there are resources left.
  11. Hello Krzysztof, Without much looking, I can offer the pinout of the all-in-one chip 6591: If you google for "Atari 2600 6591" you might be also digging up some a/v conversions. But after trying one of those my 6591 based machine stopped working. At least I can't get a picture out of it and can't really guess why.
  12. It is running RetroArch with a Stella core. Can't say which version, but everything I threw at it worked (original games and scene demos). If you send test cases, I'll run them for you. I don't think the hardware would cope will with a "native Stella". The display is 320x240 pixels only, so the debugger is out of question. On (my) PAL demos there are a few "line skips", since the typical 256 lines are more than the display can show. Me too now, it seems to be an DNS error "on their side". If this keeps up, I can provide the image I downloaded. The source code is still available, so I'm not worried. If search for "gpi game" on YouTube, you'll find quite some product reviews. I don't think that there are any 2600 specific ones, but I was very surprised that all 2600 stuff I tried so far worked like I would have expected from a Pi 3 running Stella on Raspbian. I'm still puzzled how they managed to squeeze such a performance out of that small Pi 0.
  13. Just a short note, that I've encountered the best portable 2600 system so far this weekend. A Raspberry Pi Zero (W) build in a Retroflag GPi Game running batocera.linux. It just feels like a GameBoy with games I like more. The emulator box I thought I'd never get. I would have never expected to see my demos run smoothly on a Pi zero. (Mame runs also fast enough for Donkey Kong, Galaga and alike.) Startup-time is ~45 seconds, but after that it runs like a charm. There are two changes I've made to my setup one for buttons and one for the theme. If there are people interested, I'll include them here.
  14. Hello! From December 27th to 30th it's time for the next Chaos Communication Congress (36C3). I was invited again to the vintage computing assembly. Typically I do one or two talks there (a lightning talk and a "self-organized" one). Last year I did a re-run of my "F**ked up for a cause", where I explain why things are "weird" on the 2600 as compared to other systems: For this year, I had the idea of doing some fun stuff using the Stella debugger. First of all give a rough overview of the 2600 and introduce the features of the debugger. But the highlight should be some "live-hacking" of games. I've seen a neat trick to get to an unreachable point in "Montezuma's Revenge" here (changing X position of Panama Joe). Myself I came up with doing the Easter egg of "Adventure" in less than a minute by changing the number the player is in. I also want to do a "trainer version" of "Solaris". Also the "Null Room" of "Superman" comes to mind. But I want to do some more. What else can I show? I'll update the list of stuff that can be done here: Must show debugger features: stepping through the code while watching the beam saving source code alternative color mode (object identified by color) ... Hacking games with the debugger: Solaris: unlimited lives Adventure: Easter egg by changing the room number ($8A) Montezuma's Revenge: reach the unreachable spot by changing X position of player ($AA) ...
  15. ca65 of cc65, which I use for C64 coding as well. I like the idea with the linker scripts very much. All source code release so far is available at https://xayax.net/ (tarballs) and https://git.h8u.de/Atari_2600_Demos (git).
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